- Back to: Sonic the Hedgehog (16-bit) (prototype)/Comparisons.
Act 1
Animated flying saucers can be seen in the background.
Spikes enemies are used instead of Caterkillers.
Die too quickly (after hitting the first Buzz Bomber) and animal sprites become corrupted with title card graphics during the fade out. This is not unique behaviour to this prototype, but most Sonic levels keep Badniks further away from level starts (and checkpoints) to prevent this from happening. In the final game, you have to move further to the right before you start encountering threats.
Die near lava and the damage objects will become visible, marked out by four Eggman icons. These are otherwise only seen when using edit mode.
Blocks that land in lava bob up and down in the prototype. They are static in the final game, but this feature was restored in REV01.
A sideways spikes trap, which was left unused for the final game. This is the only instance of the object throughout the entirety of Marble Zone.
Sideways spikes hurt even when retracted.
In edit mode, the player can place the scrapped Splats badnik.
Map
|
Prototype
|
|
Final game
|
Act 2
These marble pillars aren't moved by pressing switches. Sonic has to keep jumping on them instead.
A tiling oversight means a portion of the blue background colour can be seen near these steps (and it seeps through in other places too). This also shows differences in the rate of fire for the fireballs.
Sonic has to contend with a falling blocks while running away from the flowing lava.
While the flowing lava object hurts, it is not solid, meaning as long as you have enough rings, you can walk through it and break the illusion.
While Sonic is meant to ride this green block and jump over the solid walls, the final game lets Sonic walk on the lava and under the walls, assuming he has enough rings. This isn't possible in the prototype; Sonic has to ride the block and has to jump to progress. A side effect is that the bug allowing Sonic to pass through these walls while ducking doesn't work in this prototype.
In the final game, once the green blocks start riding the lava, Sonic has no control over them. In this prototype you can get off and push the block back, assuming you have enough rings.
No points are awarded for breaking blocks.
The screen locks a little too early for the signpost. It is possible to travel back to the left and get stuck.
Map
|
Prototype
|
|
Final game
|
Act 3
An oversight in the level design means that if Sonic takes the right path, he will get stuck. This is because his horizontal position will have drifted past the point in which the screen locks for the level end. The final game removes some of this this route and simplifies the layout, though the screen lock coordinate is also pushed further to the right, where the boss is.
No boss in Act 3, but there is a signpost, allowing you to complete the level.
Map
|
Prototype
|
|
Final game
|
References